| 05-30-2005, 06:57 PM | #1 |
Guest | My models (normally attachments) always end up as team-color. I need some help on how to fix this. I use MilkShape 3D, then use LithUnwrap for a tga that I color(with Photoshop CS) and convert to a blp. I save a 3ds, then import it onto 3ds Max and use DeX to export a mdl (I don't really know how to use it, but DeX works for me). I enter "Textures\texture.blp" into the spot in the mdl for the skin, then convert it to mdx and upload it and the skin(into Textures\) into my map. Also, I'm fairly new to modeling, so, if you tell me how to fix it, could you also give an explanation of how to accomplish it? If so, I would be very grateful... |
| 05-30-2005, 08:35 PM | #2 |
Go to the materials section of your model and delete the second layer that says blend on it. This will be in the mdl. |
| 05-31-2005, 12:25 AM | #3 |
Guest | Ok, I didn't understand that... Also, if you don't use Materials, and just put a texture file in the MDL, does it work correctly? Or, if it requires that you use materials, could someone tell me how to use them, as the MilkShape help file doesn't really even solve any problems... |
| 05-31-2005, 04:12 AM | #4 |
In the mdl, there is a section for the materials. This creates the property for the skins in your model. Materials are required so that the model will know what to do with the skins. You're getting team color because you have a material that has both a texture that has no transparency and one that changes the alpha in your skin to team color. The first one is usually the none, or the non-transparent layer. The second layer is the blend layer, or team color. Delete the second layer to get rid of the team color. The second way is to convert your skin into a tga and open it in Photoshop. Go to the alpha channel and make the black turn white by painting, or deleting the black. Example: Materials 1{ Material { Layer { FilterMode None, Unshaded, <--delete this static TextureId 1, <--change this to your skin textureid, probably 0 } Layer { <---delete this layer FilterMode Blend, <--delete static TextureId 0, <--delete } <--remember to delete this bracket too } } If you still don't understand this, post your mdl and I will take away the team color for you. |
| 05-31-2005, 05:49 AM | #5 |
Guest | Ok, thank you! I needed the alpha layer in the tga. I don't have that second layer, but I used a different exporter and added the alpha layer, and it worked. Thank you so much... ![]() |
